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Camera.cpp
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Camera.cpp
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#include "Camera.hpp"
#include <GLFW/glfw3.h>
namespace gps {
//Camera constructor
Camera::Camera(glm::vec3 cameraPosition, glm::vec3 cameraTarget, glm::vec3 cameraUp) {
//TODO
this->cameraPosition = cameraPosition;
this->cameraTarget = cameraTarget;
this->cameraFrontDirection = glm::normalize(cameraTarget - cameraPosition);
this->cameraRightDirection = glm::normalize(glm::cross(cameraFrontDirection, cameraUp));
this->cameraUpDirection = glm::cross(cameraRightDirection, cameraFrontDirection);
}
//return the view matrix, using the glm::lookAt() function
glm::mat4 Camera::getViewMatrix() {
//TODO
return glm::lookAt(cameraPosition, cameraPosition + cameraFrontDirection, cameraUpDirection);
}
//update the camera internal parameters following a camera move event
void Camera::move(MOVE_DIRECTION direction, float speed) {
//TODO
if (direction == MOVE_FORWARD) {
cameraPosition += cameraFrontDirection * speed;
}
else if (direction == MOVE_BACKWARD) {
cameraPosition -= cameraFrontDirection * speed;
}
else if (direction == MOVE_RIGHT) {
cameraPosition += cameraRightDirection * speed;
}
else if (direction == MOVE_LEFT) {
cameraPosition -= cameraRightDirection * speed;
}
}
//update the camera internal parameters following a camera rotate event
//yaw - camera rotation around the y axis
//pitch - camera rotation around the x axis
void Camera::rotate(float pitch, float yaw) {
//TODO
cameraFrontDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFrontDirection.y = sin(glm::radians(pitch));
cameraFrontDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFrontDirection = glm::normalize(cameraFrontDirection);
// Update right and up vectors
cameraRightDirection = glm::normalize(glm::cross(cameraFrontDirection, cameraUpDirection));
//cameraUpDirection = glm::normalize(glm::cross(cameraRightDirection, cameraFrontDirection));
}
//void Camera::animateToPosition(glm::vec3 targetPosition, float duration) {
// glm::vec3 startPosition = cameraPosition;
// double startTime = glfwGetTime(); // Use double for time
// while (true) {
// double currentTime = glfwGetTime();
// float t = static_cast<float>((currentTime - startTime) / duration);
// if (t >= 1.0f) {
// // Animation finished
// cameraPosition = targetPosition;
// break;
// }
// // Interpolate the camera position
// cameraPosition = glm::mix(startPosition, targetPosition, t);
// }
//}
}